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If you’re wanting to stay mono-green, maybe consider Sylvan Scrying or Expedition Map to get the lands you need more reliably, and Field of Ruin if you need extra (slower) copies if Ghost Quarter

December 11, 2018 2:02 p.m.

Typically decks running Arbiter avoid fetches like the plague, because they don’t want their own arbiter tripping them up. It’s more likely you’d simply include a playset each of Razorverge Thicket and Temple Garden (keeping your green mana the same), and 3 Plains to drop each of your non-ghost quarter colourless lands to 1-ofs (as you’ll now be able to fetch those if need be, albiet carefully if you have arbiter). Up to you though - it changes the deck quite a bit, and duel lands ain’t cheap

December 11, 2018 1:40 p.m.

Have you thought about splashing white? It’d give you access to Leonin Arbiter which can ruin an opponents landbase even quicker when you’re ghost quartering (and also wrecks their fetches). It’d also give you access to Knight of the Reliquary who can find you key land pieces (giving you more reliability on drawing ghost quarter, or the other lands) and also allows you to run a single Gavony Township which could be very useful in grindy games

December 11, 2018 4:43 a.m.

Said on A Grave Victory...

#4

Well, aside from the "too many cards" problem, these guys stand out as something that need replacing:

Reassembling Skeleton - he's very slow for what he does... and i don't see a whole lot of synergy with what he's doing anyway. I can't imagine many turns when you'd be happy to pay 2 mana to play a tapped 1/1. Why not Gravecrawler.

I haven't played with Charnel Troll but he just doesn't seem great to me. Maybe as 1-2 copies, but defo not as a playset. He comes across as the kind of card that doesn't play well with itself (as even one's going to be sucking up creatures, so having a second in play is surely going to bin your graveyard super quick)... it also seems to be competing for resources with Skaab Ruinator - which imo is stronger. This all needs playtesting, but for me it just feels like you're going to burn through your graveyard too quickly and run out of ways to interact with it effectively (especially as you have creatures you don't want to be exiling from the grave).

I also have no idea why Dawntreader Elk is in your sideboard - what matchup is this for? As an easy fix, i'd sooner replace it with another copy each of Darkblast, Naturalize, and Ground Seal.

The main thing i'd suggest is to playtest it though. That's the quickest way to see what works and what needs adjusting. The thing most in need of a tune (ignoring everything I said above) is probably just the landbase (I can't imagine it's currently reliable?)

December 10, 2018 2 p.m.

Said on A Grave Victory...

#5

I also agree that a deck is hard to read if you’re repeating cards. I’ve always had to change the formatting to the default just to read what’s going on... i’m not actually sure why people run custom formats at all, but if you’re committed to doing so, you gotta try make it readible

December 8, 2018 7:06 p.m.

Said on A Grave Victory...

#6

You should really force yourself to always run 60 card decks. It doesn’t help a persons deck or deckbuilding skills to give themselves such consessions.

Dropping a Troll, a Skeleton, and a land, seems pretty easy to do in this case.

December 8, 2018 7:03 p.m.

Said on Sanity Thief...

#7

If you’re playing this in modern, there are a lot of choices that need optimizing

Thought Erasure should be replaced with a mix of Inquisition of Kozilek and Thoughtseize

Cast Down should be something like Fatal Push

Disdainful Stroke is useless in modern as the amount of actual 4-drops in decks are low-to-none. Something like Mana Leak or Remand would serve you better.

Price of Fame Is a garbage killspell, stick with 1-2cmc for these kind of effects. Perhaps Victim of Night?

Sweep Away and Unexplained Disappearance are also unideal. Considering you’re already in black, i’m feeling these should really just be more killspells? If you really need a bounce, Vapor Snag

December 4, 2018 7:13 p.m.

Said on UW Spirits...

#8

a playset of Phantasmal Image will guarantee you can get a full-hexproof (choosing Drogskol Captain), or give your guys more buffs (choosing Supreme Phantom). Also if you invested in the pricey Aether Vial, then you can copy Spell Queller or Rattlechains for more control shenanigans

December 4, 2018 3:07 a.m.

Said on Sultai Surprise...

#9

Where's Chromanticore at?

December 4, 2018 3:02 a.m.

Said on Rats...

#10

Here’s some thoughts below:

Cards you probably want to ditch:

Gutter Skulk - doesn’t actually do anything

Nezumi Graverobber - too slow, and a quite unreliable flip condition

Ogre Slumlord - waaay too much mana for a creature with little impact. In a turn-4 format, this guy is not what you want in your hand.

Voldaren Pariah - she’s alright, but rats have much better finishers (whuch i’ve detailed below)

Diabolic Revelation - much too slow.. and you’re not a combo deck so limited use also. This is not viable on 22 lands..

Dutiful Return, Morbid Plunder, Unmake the Graves, Whip of Erebos - you don’t need to be bringing rats back. The whole value point of rats is that their expendable. These spells are also very slow... you could have just fielded more rats.

So, what should you add? Here’s some ideas of better cards:

Throat Slitter is a 3 mana killspell that gives you more rat bodies to boot.

Burglar Rat gives you more ways to ruin your opponents hand

Chittering Rats also is effective discard, with the added bonus of limiting what your opponent can draw

Ink-Eyes, Servant of Oni (max 2x) is a great finisher that deals massive damage on the turn he enters, and steals stuff

Marrow-Gnawer (max 1x) is an alright secondary finisher for when games go long

Rats are good at stalling games out, with all their hand disruption, but at 22 lands you really don’t want that many cards at 4cmc or higher. To the point where you probably don’t want more than 4 cards casting this amount (if it were me, it’d just be 2x Ink Eyes and 1x Marrow-Gnawer). You need to apply pressure early and then capatalise on that, as discard effects late-game become quite weak

December 3, 2018 4:17 p.m.

Why Tarfire???

December 2, 2018 4:23 a.m.

The only use i’ve figured for it so far is as a quicker way to flip Thing in the Ice  Flip. While it makes the flip massively easier, it also means you won’t be getting a snappy back in your hand either, so requires some playtesting

December 2, 2018 2:01 a.m.

As a budget deck, I have to say this looks great! One of the cooler decks i’ve seen in a while.

I guess the next imrovements to make would be a better landbase and the inclusion of coco, though i’m not sure how far down the money pit you’re wanting to travel.

Anyway, cool deck!!

November 28, 2018 9:58 p.m.

Reading through your thoughts, and having a glance at the deck, all I can suggest is to ditch the arcbounds. A focused strategy is always going to be better than a jumbled one... and the robits only really work well with a bunch of robot mates. You already have plenty on non-robot options for mass counter production, so imo stick with that and make it solid

November 28, 2018 6:59 p.m.

Said on No Opal Scales...

#15

Yeah I can concede that there are definate bad spots for Mimic where the Snek shines. But I guess just mulling over the different options helps to validate choices if nothing else. And I guess toonSnek doesn’t hurt your landbase as you’re already in black for other cards, so that works out well.

It’s very cool that the deck has so many flex spots available to it, i’ve seen quite a few interesting brews with it now. Modular is easily my fav deck personally, so i’m just stoked to see it gaining some recognition.

I for one welcome our robot overlords.

November 28, 2018 5:40 p.m.

Said on No Opal Scales...

#16

I agree losing Overseer feels waaay worse, but luckily Welding Jar protects the lad. I’m definately more cautious about playing him without the jar. I think snek would be more viable if it were an artifact tbh. I’m usually kinda fine with them targeting the walker though, cause it’s still bad-card-advantage on their side.

Servant gets value because I only ever drop it when I already have creatures it can abuse in play (otherwise as you say, it’s trash). I’m currently running 2 in my deck and couldn’t be happier (though i’d never run more than this, and it’s oftentimes the first creature to get sided). Mimic is great fun because turn 2 you can drop it, followed immediately by all your walkers and ballistas. That’s hella-value! Most opponents can’t deal with the situation at that point without a board wipe, or if they’re somehow quicker to reach their wincon.

In terms of Mimic-vs-Snek, the mimic does all the same stuff snek does, except with 2 less toughness and missing ravager. But on the plus side, lets you play the XX guys for free, and can be a sac outlet for ravager, can be a modular target, and can be rotected with Jar (if you decided to run Jar that is). It’s effectively a faster, more type-relavent snek.

Yeah if you’re wanting to stay on the killspell route, at least having those cards in sideboard is good. As mentioned before, Jar is just great for protecting overseer and the likes (and probably my mvp cards to be honest). From my own time playing killspells (i tried a playset of abrupt decay), I just found them a bit lackluster when compared to all the options I had available to me when including all the robot-helping artifacts. But if it works for you, then keep at it.

November 28, 2018 2:24 p.m.

Said on I'll infect you...

#17

Hand of the Praetors could be replaced nicely with Ichorclaw Myr if you’re wanting to keep the creature count up.

November 27, 2018 9:08 p.m.

Said on No Opal Scales...

#18

Hey, cool deck! I’ve been playing Modular/Scales now for a long time (before it became a thing, even), and can agree with your sentament on the opals (i currently only run 2). However, i have some thougts & suggestions on your other choices

1) i’ve tried playing a bit with constrictor too, and found him to be a bit lackluster. Turn 2 for us is so huge, and if they just killspell him (likely) we are set sooo far back it’s practically gg. I feel like (in the absense of drawing scales) we want to be applying some serious pressure turn 2, dropping either the overseer or walker. In that vein, i’d replace the constrictors with some mix of Voltaic Servant and/or Metallic Mimic. The mimic will let you drop walkers and ballistas etc for free, and lets your guys come out swole. The servant lets you do overseer and walker triggers twice as often, also getting swole fast. And they both (more often than not) actually can add some pressure the turn they’re dropped

2) i have yo disagree on your choice to remove throne, jar, and module. Well, at least throne and jar. Without Jar, you can’t rely on triggering overseer. Without throne, you’re waaay to vulnerable to exile effects (ie no walker babies) without having a ravager in play. And oftentimes we don’t care about using removal ourselves anyway, because our robots generally out-swole any threat (and ballista can ping whatever else is a problem).

Hopefully this is some food for thought, if nothing else.

November 27, 2018 4 p.m.

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